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queue.c
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/* queue.c - a queue of events to happen
*
* Copyright 1999, 2000 Jochen Voss */
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#ifdef _XOPEN_SOURCE
#define _XOPEN_SOURCE_EXTENDED 1
#endif
#include <stdlib.h>
#include <string.h>
#include <fcntl.h>
#include <sys/time.h>
#include <sys/types.h>
#ifdef HAVE_SYS_SELECT_H
#include <sys/select.h>
#endif
#include <unistd.h>
#include <math.h>
#ifdef HAVE_ERRNO_H
#include <errno.h>
#else
extern int errno;
#endif
#include <assert.h>
#if defined(__hp9000s800)
#include <stdarg.h>
#endif
#include "moon-buggy.h"
/* The queue of events */
struct event {
struct event *next;
game_time t; /* time, when the event should happen */
callback_fn callback; /* function to call */
void *client_data; /* argument to pass */
};
static struct event *queue;
/**********************************************************************
* convert between game time and real time
*/
typedef double real_time;
/* The type `game_time' is relative to `time_base'. */
static double time_base;
static real_time
to_real (game_time t)
{
return t + time_base;
}
static game_time
to_game (real_time t)
{
return t - time_base;
}
game_time
current_time (void)
{
return to_game (vclock ());
}
/**********************************************************************
* wait for timeouts or keyboard input
*/
static int
my_select (struct timeval *timeout)
/* Wait until input is ready on stdin or a timeout is reached.
* TIMEOUT has the same meaning, as is has for the `select' system
* call. The return value is 0 if we return because of a timeout,
* positive if input is ready, and negative if a signal occured. In
* the latter case we must calculate a new TIMEOUT value and call
* `my_select' again. */
{
fd_set rfds;
int res;
/* Watch stdin (fd 0) to see when it has input. */
FD_ZERO (&rfds);
FD_SET (0, &rfds);
if (handle_signals ()) return -1;
res = select (FD_SETSIZE, &rfds, NULL, NULL, timeout);
if (res < 0) {
if (errno == EINTR) {
handle_signals ();
} else {
fatal ("Select failed: %s", strerror (errno));
}
}
return res;
}
static int
key_ready (void)
/* Return a positive value iff keyboard input is ready. */
{
int res;
do {
struct timeval ancient_time;
ancient_time.tv_sec = 0;
ancient_time.tv_usec = 0;
res = my_select (&ancient_time);
} while (res < 0);
return res;
}
static void
wait_for_key (void)
{
int res;
do {
res = my_select (NULL);
} while (res < 0);
}
static int
wait_until (game_time t, real_time *t_return)
/* Wait for time *T or the next key press, whichever comes first.
* Return a positive value, if a key was pressed, and 0 else.
* Set *T_RETURN to the return time. */
{
double start;
int res;
do {
double dt, sec, usec;
struct timeval tv;
start = vclock ();
dt = to_real(t) - start;
if (dt <= 0) {
*t_return = start;
return key_ready ();
}
usec = 1e6 * modf (dt, &sec) + 0.5;
tv.tv_sec = sec + 0.5;
tv.tv_usec = usec + 0.5;
res = my_select (&tv);
} while (res < 0);
*t_return = vclock ();
return res;
}
static void
drain_input (void)
/* Discard all data from the input queue. */
{
char buffer [16];
int oldflags;
oldflags = fcntl (0, F_GETFL, 0);
if (oldflags < 0) {
fatal ("Cannot get file status flags (%s)", strerror (errno));
}
fcntl (0, F_SETFL, oldflags|O_NONBLOCK);
while (read (0, buffer, 16) == 16)
;
fcntl (0, F_SETFL, oldflags);
}
void
clock_reset (void)
/* Adjust the clock to make 0 the current time. */
{
time_base = vclock ();
}
static void
dummy_h (game_time t, void *client_data)
/* This function is a possible callback argument to `add_event'.
* It does nothing. */
{
return;
}
void
clock_freeze (void)
/* Prepare to freeze the game's clock.
* This function should be called before the game is resumed.
* Afterwards you should use `clock_thaw ()' to restart the
* game in the current state. If the next event is less then 0.1
* seconds in the future, we add some gap to allow for 0.1 seconds
* pause after the restart. */
{
game_time t;
remove_event (dummy_h);
t = current_time ();
if (queue && t >= queue->t - 0.1) t = queue->t - 0.1;
add_event (t, dummy_h, NULL);
}
void
clock_thaw (void)
/* Adjust the clock to make the next event occur immediately.
* The queue must contain at least one element. */
{
assert (queue);
time_base = vclock () - queue->t;
}
void
clear_queue (void)
/* Remove all events from the queue. */
{
struct event *ev;
ev = queue, queue = NULL;
while (ev) {
struct event *old = ev;
ev = old->next;
free (old);
}
drain_input ();
}
void
add_event (game_time t, callback_fn callback, void *client_data)
/* Add a new event for time T to the queue.
* The event calls function CALLBACK with argument CLIENT_DATA. */
{
struct event **evp;
struct event *ev;
evp = &queue;
while (*evp && (*evp)->t <= t) evp = &((*evp)->next);
ev = xmalloc (sizeof (struct event));
ev->next = *evp;
ev->t = t;
ev->callback = callback;
ev->client_data = client_data;
*evp = ev;
}
void
remove_event (callback_fn callback)
/* Remove all events from the queue, which would call CALLBACK. */
{
struct event **evp;
evp = &queue;
while (*evp) {
struct event *ev = *evp;
if (ev->callback == callback) {
*evp = (*evp)->next;
free (ev);
} else {
evp = &((*evp)->next);
}
}
}
void
remove_client_data (void *client_data)
/* Remove all events from the queue, which refer to CLIENT_DATA. */
{
struct event **evp;
evp = &queue;
while (*evp) {
struct event *ev = *evp;
if (ev->client_data == client_data) {
*evp = (*evp)->next;
free (ev);
} else {
evp = &((*evp)->next);
}
}
}
/**********************************************************************
* the main loop
*/
static int exit_flag;
void
quit_main_loop (void)
{
exit_flag = 1;
}
void
main_loop (void)
{
clock_reset ();
exit_flag = 0;
while (! exit_flag) {
int retval;
double t;
mode_update ();
if (queue) {
retval = wait_until (queue->t, &t);
} else {
wait_for_key ();
t = vclock ();
retval = 1;
}
if (retval>0) {
int meaning = read_key ();
if (meaning != -1) {
if (! mode_keypress (to_game (t), meaning)) beep ();
}
}
while (queue && queue->t <= current_time ()) {
struct event *ev = queue;
queue = queue->next;
ev->callback (ev->t, ev->client_data);
free (ev);
}
}
}
/**********************************************************************
* some handlers for the main loop above
*/
void
print_hint_h (game_time t, void *client_data)
/* This function is a possible callback argument to `add_event'.
* It causes the level hint (const char *)CLIENT_DATA to be
* displayed for 4 seconds. */
{
print_hint (client_data);
remove_event (clear_hint_h);
add_event (t+4, clear_hint_h, NULL);
}
void
clear_hint_h (game_time t, void *client_data)
/* This function is a possible callback argument to `add_event'.
* It causes the screen's hint area to be cleared.
* The arguments T and CLIENT_DATA are ignored. */
{
wmove (moon, LINES-11, 0);
wclrtoeol (moon);
wnoutrefresh (moon);
}